Daz to Maya and face morphs
in The Commons
Hello,
I've exported Victoria 4.2 to fbx and imported in maya.
As export rules I've added head.CTRLHappy and head.CTRLEyesClose-Open.
I've imported the fbx, but now the question is where do I find the face morph controls in Maya?

Comments
Those aren't morphs but controllers for other properties. I don't know if FBX automatically includes the controlled morphs or not - if not you won't have anything usable. "Ctrl" in a morph name usually indicates that it is a paramter that sets something else - morphs or transforms - and not an actual modifier itself.
So in my case what I have to add to my export rules?
thanks for helping
In DS, click on the gear on the slider and from the menu click Parameter Settings, then look in the Sub-compoents tab - those are the things the slider sets, if they are actual morphs then they are the things you want to export.
Thanks,
how can I know if they are actual morphs?
for exemple say I want to export only the mouth opening/closing, if I follow your steps for MouthOpenWide controller I see this
so I only need to add "lowerJaw:Up-Down" and "Victoria 4.2:PHMMouthOpenWide_neck" to the export rules "Match" field?
If they don't have Ctrl in the name they are probably real morphs or transforms (which should bee xported as part of the rig, or course). I don't have anything that will really let me use FBX as an export option so I can give only general advice based on first principles or what others have posted (and that I remember).
I have a large list of morphs I had to manually enter for using DAZ stuff in Maya. I didn't set things in DAZ beforehand so what I did was look through the list of morphs that I had in the morphs list during the FBX stage and enter whatever ones I needed. Sometimes I'd have to quit the FBX window and check which ones I had just to find them more easily, especially because I've got a wide assortment of GenX morphs to consider as well for morphs that nobody has ever made for Genesis. Then, I'd go into my morph export rules and set everything to export and if I needed to enter anything, I'd have to manually enter the whole name (again going by the list), including every symbol and period in the morph name listing. It's a long and tedious process that I wish DAZ would have just added check boxes for or something. :/ But then everything has worked and transferred over to Maya just fine for morphing as needed. If you're doing poses or need a posed figure then I would assume everything would transfer over just fine as long as you export morphs in the Bake setting which is on by default if I'm not mistaken. If it's not transferring right then I'd go through and enter every morph used and every value for that pose setting and redo the posing in Maya. Just a tip, posing DAZ and Poser clothes in Maya is a pain even if they have helper skeletons. Check out my film, "The Review - A Fatal Frame Fan Film". All of the kimono sleeves moving was done by hand and was not easy at all.